L L4D2node

CDirectorScriptedEventManager::UpdateFinale

0x008bc8d0 · 44 bytes · __thiscall

_ZN29CDirectorScriptedEventManager12UpdateFinaleEv

Decompiled

undefined (1 param)

/* CDirectorScriptedEventManager::UpdateFinale() */

undefined4 __thiscall
CDirectorScriptedEventManager::UpdateFinale(CDirectorScriptedEventManager *this)

{
  undefined4 uVar1;
  
  UpdateSacrificeFinaleFailure(this);
  if (*(int *)this != 5) {
    uVar1 = UpdateScriptedEventStage(this);
    return uVar1;
  }
  return 0;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)